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Posted by: dammrebel
« on: February 04, 2010, 04:57:36 AM »

Quote from: "welchbloke"
Quote from: "Canaris"
Are AMMs worthwhile?

I'm pretty much just relying on one or more twin 10cm laser turrets for PD backed up (usually) by a CIWS or two. It seems to do the job fairly well.

My most common missile designs are size 10, size 12, and size 20. I did design a size 5 that was pretty fast, meant to be used against fast, small craft.
The utility of AMMs depends upon your doctrine.  I subscribe to the 'missiles should not get into CIWS range' doctrine.  I have escort ships with large res 0 sensors and I engage at 5M km plus if I can.  I still carry CIWS and some lasers, but they are definately the last line of defence not the primary. The advantage your ships would have over mine is logistics.  I need a fleet of colliers to support my ships on extended ops and AMMs add to the burden. My ASM designs tend be size 5/6(primary offensive missile), size 10 (long range with good active sensor suite) and, for PDCs, size 24.


Good point, personally I subscibe to the "human" wave metaphor of missile doctrine. I use smaller missiles (my max size anti ship missiles are usually only size 5 max) but throw LOTS of them down range. I try to fight a long range duel when possible. However the NPR's can have scary PD some times so the tactic I've found that works in the case of 'scary good' enemy PD is to close the range, start throwing my size 1 waves from my destroyer escorts (i have lots) at them and them send in my ship killer missiles from my cruisers and battlecruisers mixed in with the size 1 type missiles. This invariably over whelms the NPR PD and the ship killers get through.

Ofcourse that is a lot of missiles down range. I've noticed my ship design doctrine is different than Steve's. When you start a game and you let the program design your initial ships I find that the magazine capacity on the ships is to small for me. My general missile cruiser runs in the 12-14k ton range, will have about 8-10 size 4-5 tubes and 10-15 size 10 magazines. I find it works well, in longer battles where I and the NPR both have excellent PD and very little is getting through I tend to win because the NPR almost always runs dry on missile stock before I do.

My 2 cents.
Jeff
Posted by: Father Tim
« on: February 03, 2010, 04:32:39 PM »

I believe that any missile with a warhead of at least 1 point* will destroy any missile it hits, regardless of armour.  Also, technology does improve missile armour, in that the various levels of armour tech reduce the amount of MSP needed to install 1 point of armour on a missile.


*It used to be that any missile would destroy any missile, which led to people building 0-point warhead antimissiles, which various members of this board disagreed with.  Personally I'm fine with it, but I'm in the minority and Steve upped the requirement to 'at least 1 point of warhead strength'.
Posted by: Brian Neumann
« on: February 03, 2010, 03:10:44 PM »

Quote from: "VariousArtist"
The info about the AMM had been very helpful.
Whats about offensive missiles? A few size6-designs have been mentioned and a active sensor suit. So far Ive never used active sensors on missles, so what do you use as good early and mid-game design? And whats about electronic warfare capability?

thx
The active sensors, or passive sensors on a missile allow the missile to home in on a target if they can be detected by the missile's own sensor capability.  This most often happens if the original target was destroyed, when the follow on waves reach the spot where it was destroyed they will be looking for an alternate target.  If they see some they will randomly pick one as a target and attack it.  Having a small sensor package on larger missiles is a good way to avoid loosing a bunch of expensive missiles due to overkilling the target.

Missile ECM will make hitting the missiles much harder.  the net difference between (ECM-ECCM)x10 is the percent reduction in the beam weapons to hit chance, and the missile weapons fire control range.  

Armour works as the chance that a hit actually destroying the missile is the damage the weapon does to the missile/(sum of missile armour and the damage).  This means that a one point warhead on a pd missile will have a 50% chance to kill a missile it hits that has 1 point of armour.  As missile interception chances at lower tech level's are around 25%, this can make a big difference in how many counter missiles are required to stop an incomming salvo.  It also works the same way against beam weapons/gauss cannon.  One point of armour will make light railguns and gauss cannon much less effective as pd weapons.  heavier railguns and lasers will still work reasonably well (a 10cm laser does 3 points of damage so has a 75% chance to kill what it hits against 1 point of armour).

For small missiles it is a difficult question as to whether any sensors/defences are practical.  For larger missiles having some space set aside can be very effective.  It all depends on your design strategy.  The only thing that better tech does not help is the effectivness of armour.  This is just a constant based on how many MSP you put into it.

Brian
Posted by: VariousArtist
« on: February 03, 2010, 11:31:48 AM »

The info about the AMM had been very helpful.
Whats about offensive missiles? A few size6-designs have been mentioned and a active sensor suit. So far Ive never used active sensors on missles, so what do you use as good early and mid-game design? And whats about electronic warfare capability?

thx
Posted by: Brian Neumann
« on: January 24, 2010, 05:09:29 AM »

Personally I tend to mount one compact ecm on smaller ships (under 150hs).  A full size ecm on anything larger, and by the time that the ship is 250hs or more it probably has a backup of a compact system as well.

Brian
Posted by: Kurt
« on: January 24, 2010, 12:40:49 AM »

Quote from: "metalax"
Where can you see the armour on a turret after it has been designed?

Do you need more than one ECM on a ship? I know you need one ECCM per firecontrol.

As far as I know you can't see the turret armor anywhere.  I don't think turret armor has been updated since Steve introduced the new armor system, so that may explain it.

You only need one ECM, although I suppose you could mount more for redundancy  purposes.

Kurt
Posted by: metalax
« on: January 23, 2010, 08:30:07 PM »

Where can you see the armour on a turret after it has been designed?

Do you need more than one ECM on a ship? I know you need one ECCM per firecontrol.
Posted by: metalax
« on: January 21, 2010, 03:07:10 PM »

Some more questions.

From what I've gathered reading the forum, engineers benefit from the Xenology bonus when working on recovering installations. Do they gain bonuses from being attached to HQ units who also have Xenology bonuses in a similar way to benefits from ground combat bonuses?

How do you change the racial training level?

Is it possible for a geosurvey team to find that there are no deposits on a body? So far every body that I've put a team on has found at least one deposit, even if it is very small(1000 Duranium being the smallest find so far).
Posted by: waresky
« on: January 21, 2010, 02:31:55 PM »

eheh u,rathos and Atomik are becoming Aurora's Addict:)) same as me and many others.
ur welcome.
Posted by: Rathos
« on: January 21, 2010, 01:20:42 PM »

Haha, it was a joke =P

Code: [Select]
Ark Royal class Stealth Troop Transport    1800 tons     116 Crew     1708.5 BP      TCS 0.18  TH 3.75  EM 0
10416 km/s    JR 3-50     Armour 1-13     Shields 0-0     Sensors 75/1/0/0     Damage Control Rating 3     PPV 0
Annual Failure Rate: 8%    IFR: 0.1%    Maintenance Capacity 1780 MSP    Max Repair 1305 MSP
Troop Capacity: 1 Company    Drop Capacity: 1 Company    Cargo Handling Multiplier 40    

J2500(3-50) Military Jump Drive     Max Ship Size 2500 tons    Distance 50k km     Squadron Size 3
Photonic Drive E0.5 ARM-10 (1)    Power 375    Fuel Use 5%    Signature 3.75    Armour 10    Exp 1%    Hyper Capable
Fuel Capacity 50,000 Litres    Range 999.9 billion km   (1111 days at full power)

Thermal Sensor TH1-75 (1)     Sensitivity 75     Detect Sig Strength 1000:  75m km
Cloaking Device: Class cross-section reduced to 0.5% of normal

ECM 50

This design is classed as a military vessel for maintenance purposes

All better now =)
Posted by: waresky
« on: January 21, 2010, 01:18:08 PM »

Quote from: "Rathos"
Quote from: "sloanjh"
Quote from: "Father Tim"
ground units will acutally 'repair' themselves even on an airless rock deep in enemy territory and completely cut-off from resupply.  

Hey!!  Those 10-man, stealthed, long ranged, jump-capable infiltration fighters are REALLY good at what they do!!  So good that you can't even see them from SM view :mrgreen:


Rathos..
ive been missed something: Combat Drop for ur Company middle the battle..or Cargo handling for speed up load unload in COLONY landscape.
Posted by: Rathos
« on: January 21, 2010, 01:08:05 PM »

Quote from: "sloanjh"
Quote from: "Father Tim"
ground units will acutally 'repair' themselves even on an airless rock deep in enemy territory and completely cut-off from resupply.  

Hey!!  Those 10-man, stealthed, long ranged, jump-capable infiltration fighters are REALLY good at what they do!!  So good that you can't even see them from SM view :mrgreen:
Posted by: sloanjh
« on: January 20, 2010, 07:40:42 PM »

Quote from: "Father Tim"
ground units will acutally 'repair' themselves even on an airless rock deep in enemy territory and completely cut-off from resupply.  

Hey!!  Those 10-man, stealthed, long ranged, jump-capable infiltration fighters are REALLY good at what they do!!  So good that you can't even see them from SM view :-)  And there are so many of them too!

John
Posted by: Father Tim
« on: January 20, 2010, 06:24:17 PM »

Not quite.  'Damaged' ground units will be slowly brought back up to full strength over time.  Slo-o-o-owly.  As in about the same time it takes to build one from scratch (though it doesn't require GFTF to do so - ground units will acutally 'repair' themselves even on an airless rock deep in enemy territory and completely cut-off from resupply.  (A minor bug that Steve may fix one day, but is such a rare occurence that it isn't really worth the programming time to address.))

Replacement Battalions (a la WWII U.S. Army) rapidly speed things up, such that units actively fighting a ground war will stay in pretty good shape.  Somewhere around 50 times faster than recovering on their own.

Of course, unless you're fighting on your homeworld, it may be better to spend trooplift on bringing in more combat battalions than on replacements for the existing ground troops.  Just another one of Aurora's ten thousand little choices and efficiency calculations.
Posted by: metalax
« on: January 20, 2010, 06:40:15 AM »

So if I've got this right you need to have replacement battalions present for any repairs to be made to a unit, yes? And it consumes the replacement battalion (or part of) in the process? I also assume when it talks of location it means anywhere on the same colony not just in the same PDC?